SWAP ADJACENT GEMS TO MAKE SETS OF THREE: A HISTORY OF MATCHING TILE GAMES

Jesper Juul
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引用次数: 35

Abstract

Abstract From sales figures and interviews, we know that many people outside the typical video game audience play small downloadable video games like Zuma, Diner Dash, or Bejeweled. Such small video games are known as casual games, and have unsuspectedly become a major industry during the last few years. However, video game studies have so far mostly focused on foundational issues (“what is a game”) and on AAA games, big games purchased in stores. In this article, I try to remedy the situation by examining the historical development of the casual game sub-genre of matching tile games, to see how their game design has evolved over time, and to discuss the opposing perspectives that players and developers have on video game history,
交换相邻的宝石,形成一组三颗:匹配瓷砖游戏的历史
从销售数据和采访中我们得知,许多非典型电子游戏玩家也会玩《祖玛》、《Diner Dash》或《宝石迷阵》等小型可下载电子游戏。这种小型电子游戏被称为休闲游戏,并且在过去几年里毫无悬念地成为一个主要产业。然而,到目前为止,电子游戏研究主要集中在基础问题(游戏邦注:“什么是游戏”)和AAA级游戏,即商店中购买的大型游戏。在本文中,我将通过分析匹配贴图游戏这一休闲游戏子类型的历史发展,看看它们的游戏设计是如何演变的,并讨论玩家和开发者在电子游戏历史上的对立观点,从而弥补这一情况。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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